using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
using UnityEditor;

[Serializable]
public class UIEditorItem : ScriptableObject
{
    [ReadOnly]
    public UINAMES Name;
    [ReadOnly]
    public GameObject Prefab;
    [OnValueChanged("OnValueChanged")]
    public UILayer Layer = UILayer.Normal;
    [OnValueChanged("OnValueChanged")]
    public bool FullScreen = true;
    void OnValueChanged()
    {
        EditorUtility.SetDirty(this);
    }

}